Neon Panels

dantedevil

Well-known member
I was looking for information about this in the forum, but I did not find too much. There is no tutorial or mini mod that really explains how it works. The explanation of the manual is too simple and really does not make it very clear how to use it. For this reason I decided to create this thread, which will surely be useful to many others as well.
 
Daunte, neon is just cycling color tables (or entries within a color table in the case of the old neon feature) instead of animation frames.

OpenBOR easily accommodates either, or in my example video, both.

The advantage to direct color cycling over animation is that it is incredibly resource efficient, forward compatible, and once set up is easily modified. The disadvantage is you have to plan ahead carefully.

In this video, the marquee and city lights are both neon. The marquee is a scripted color table cycle. The city is using OpenBOR' s built in neon.

[Youtube]https://youtu.be/RqpOnhQo8uI[/MEDIA]

DC
 
Damon Caskey said:
This is the specific one you want: Kanga

Thanks  DC!

I just took a look, but I do not understand exactly how it is used. Your explanation is very technical and I do not handle the scripts at that level.
I understand point 4:
Code:
4.Add #include data/scripts/dc_kanga/main.c into any other script you would like to add this library’s functionality to.

About point 5, I do not know what I should modify.
Code:
5.Open config.h to modify default values used in the library.

And finally in "Use case", I see your explanation about the script, but I still do not know how it is used.
I do not know if I should use it directly on the txt of a level, or if it can also be used on an entity. That's why I think that a minimum Mod would solve all those doubts and it would be a clearer example of how it works.
 
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